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Three years in the making, StudioEgg's 2D fighter Rumble Pack recently caught my attention on Shoryuken. The game contains a lot of the typical 2D fighting tastiness: QCF-type moves, parrying, air combos, and links. The "Radix" system attempts to offer its own "groove" with three different styles: hex (defensive), decimal (offensive), and binary (tech). In addition to having unique properties, special moves will behave differently in each style. Skip to the 5:45 mark to watch this in action.

The art isn't Bengus or Akiman, but a few characters like Zppr have some charm to them. The current, free build of Rumble Pack uses the MUGEN engine, but the developers have stated that they plan to move to Unity to truly express their vision post-beta.

While I wait for a new 2D Darkstalkers and Samurai Shodown, a 3D Tobal, or 2.5D Slap Happy Rhythm Busters (what a name!), I'll look to indies like StudioEgg to invigorate the fighting genre. I imagine indie audio geniuses can also recreate or iterate on the magical sounds of Takayuki Iwai (Anarchy Takapon) and those of the same era. I rarely get to post about fighting games here, so feel free to talk about Rumble Pack or air out your fighting game nostalgia in the comments!

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Made for the most recent Ludum Dare, Super Strict Farmer did rather well in the polls for a reason: it's hyper-addictive. At first glance, it looks like your average turn-based hardcore farming simulator. You and your opponent are required to take turns in your attempt to accumulate as many victory points as possible. To do so, you're going to have to do things like harvesting them from churches, maintaining a large herd of cattle, hoarding grain and ensuring your farmers stay alive and healthy in the process.

The mechanics are deceptively simple but the A.I is almost viciously good at this polished little delivery. Those curious as to how it all plays out should check out the game here.

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NG:DEV.TEAM's René Hellwig has launched a Kickstarter campaign to fund upgraded Steam, Xbox Live Arcade, and PlayStation Network ports for his R-Type-inspired Sega Dreamcast shoot-'em-up Redux: Dark Matters.

The campaign's main draw is a Kickstarter-exclusive Limited Edition preorder for the Sega Dreamcast version of Redux. Backers who pledge $65 or more will receive a two-disc set featuring Redux: Dark Matters and its predecessor DUX 1.5, both of which are playable on Dreamcast consoles. Only 1,000 copies of the set will ever be produced, and none will be sold after the Kickstarter campaign concludes.

As of this writing, the project has earned $8,000 toward its goal of $25,000, with 28 days left until the funding deadline. Pledge rewards range from downloadable soundtracks ($25) to custom-made arcade sticks ($1,000).

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You're probably sick of listening to me talk about The Journey Down already. But, I promise, this is going to be the last time. Hopefully. Either way, here's the pitch for those who have yet to hear about The Journey Down. A point & click adventure that features an amalgamation of differing elements, it first started as a freeware title that drew considerable approval from the AGS society. Since then, it has gone on to function on its own engine, acquire snazzy 3D graphics and will be released on May 18th. Assuming you've not otherwise spent this month's salary on a pre-order copy of Diablo III, why not make a pre-order over at Gamersgate?

Those interested in doing so can check out their page on Gamersgate here.

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Sos Sosowski has released Super Office Stress, a unique action-roguelike in which players fight, steal, and eat their way to the top of the corporate ladder.

A product of the Indie Buskers campaign, Super Office Stress is quite bizarre, as you can see for yourself in the trailer above. Career advancement apparently involves slaughtering all co-workers you encounter, and any office equipment you discover can be equipped, thrown, or eaten.

So how much does the game cost? Well, that's up to chance. In a nod to the genre's luck-based gameplay, Super Office Stress can be purchased for a price determined by a virtual dice roll at the game's official website. You could end up paying as little as $1, or as much as $6. Good luck!

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In the video above, Beat Sneak Bandit developer Simogo offers an interesting look at a handful of projects that, for whatever reason, were never completed.

The footage showcases "cancelled projects, concepts, editors and other dirty secrets," which is a shame, as some of these games looked quite promising. Look closely and you might see a bit of 16GAMES in there, too!

[via @brandonnn]

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Nekogames' Parameters is all about stat ("parameter") building, with simple controls and addictive (in a Farmville kind of way) gameplay. Players clear areas by clicking on them, dragging the mouse to pick up the experience and money dropped. The yellow areas represent battles, which can be quite tough without the right parameters. Clearing rooms affords experience points that can be distributed to recovery (of life and action parameters), attack, and defense parameters.

I admit I missed this one last month, but it's well worth mentioning. Nekogames' Parameters can be played now in English or Japanese. It took me 40 minutes to get everything but one darn block in the upper right area, and Ishii tweeted it took less than 5 minutes to clear the game. While I imagine you can beat my time, be sure to share if you beat the developer's time.

[ Thanks, Marcus Richert! ]

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infrom7.pngInform 7 is being described as a design system for interactive fiction based on natural language. Shockingly, it does exactly what it says on the tin (and quite a bit more), while simultaneously being a truly powerful tool for creating intricate pieces of interactive fiction on most platforms you'd care to mention.

Inform 7 runs on Windows, Linux, Mac OS X and most probably anything with a keyboard. It has after all been the tool of choice for countless text adventure creators (including the brilliant Emily Short) and more than a few educators. Oh, and it's absolutely free to use too.

Impressively, Inform 7 is much more than a stable and easy to use platform to recreate Zork and come up with something to impress your friends with. It's a tool with an excellent interface, one of the most intuitive scripting languages I've ever encountered and enough power to handle everything from physics and advanced AI to rich parsers and maps. Anything text based is possible, even if -and that's a worst case scenario- you have to download one of the myriad extensions already available.

Adding maps, verbs, characters and even pictures or sound-effects is also pretty straightforward, as is going for a multiple choice or point-and-click interface. Besides, even if you do get stuck on technical matters, the amazing community is always there to help.

Now, to give you an example of just how elegantly sensible Inform 7 really is... Let's suppose you wanted to create a room called Gallows that happened to lie just north of a Nursery School. This is what you'd have to type-in:

Gallows is a room.

Nursery School is a room.

Gallows is north of Nursery School.

Simple, isn't it? And please do trust me when I say writing such descriptions is an incredibly enjoyable, creative and at times addictive process. Inform was, after all, designed by a poet/mathematician with writers in mind. People who want to tell interactive stories. Or, well, come up with ridiculously tough puzzles that would put the Babel Fish one to shame.

Mind you, some of the more complex stuff Inform 7 can handle can be quite tricky to employ, and actually finishing a full-blown game will definitely take time. That's why I can't help but recommend (especially for people that haven't authored or scripted i-f before) the excellent Creating Interactive Fiction With Inform 7 book. It will not only help you with the technical side of things, but actually provide sound game design advice.

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Are you very comfortable with physical contact among your group of friends? Bryant Drew Jones seeks to obliterate the very concept of personal space with Graveyard Snuggle, a unique board game-like app available for iOS and Android, via Google Play and Amazon.

In Graveyard Snuggle, two or more players sit in a circle, and a skeleton character barks out limb-tangling commands that every participant must obey. If a player jolts the device too severely during his or her turn, the game ends. Judging from the trailer above (warning: alarmingly mismatched audio/video), this would be a great icebreaker at your next orgy.

Graveyard Snuggle is priced at 99 cents.

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There's a certain game trailer doing the rounds at the moment, and few are really very sure where it has come from.

Quite out of the blue, a new start-up called Theory Interactive has posted a teaser trailer for Reset online, and it is quite spectacular, both in visuals and in cinematic direction.

Gamasutra delved deeper, and found that Theory Interactive consists of writer and artist Alpo Oksaharju and musician Mikko Kallinen. The duo has previously worked at Futuremark on first-person shooter Shattered Horizon, and both share the game design work on Reset.

The studio's first game focuses on story and atmosphere, with the main goal to travel back in time and co-operatively help yourself out -- a "single player co-op" title, as it is described.

Oksaharju told Gamasutra exactly how he aims to deliver atmosphere through Reset's expansive world.

"The game world has dynamic day and night and weather cycles that create unique moods for every player," he said. "Player movement in the game is fully proactive, so one must read the world to understand what has happened and will happen."

Free-roaming and exploration are essential, noted Oksaharju, and the puzzles in the game can be tackled and completed in a non-linear order.

As part of the game's development, the team created its own proprietary technology called Praxis, which is rather stunningly shown off in the aforementioned trailer.

"The trailer is made entirely of in-game material," Oksaharju said, "and I mean all assets, effects, everything, period."

"We would be poorly allocating resources if we'd make huge amounts of extra stuff just for a trailer," he continued. "So in a sense the trailer is a byproduct of the development. We wanted to have full control over the visuals and gameplay elements and Mikko is quite the guru when it comes to tech."

"We knew that we couldn't achieve the right kind of atmosphere using third party engines. And of course DIY stuff is cheap when working with a bootstrap budget," he said.

The team is not yet ready to speculate on when Reset will be ready for public consumption, instead telling us that it'll be ready when it's ready.

[This article originally appeared on Gamasutra, written by Mike Rose.]

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